Difference between revisions of "Melee Hit Chance"
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− | {{Stub|reason=Add effect of | + | {{Stub|reason=Add effect of biological age {{BiotechIcon}} }} |
{{Stat | {{Stat | ||
| default base value = 0 | | default base value = 0 | ||
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}}<ref>See MeleeHitChance in ''Rimworld/Data/Core/Defs/Stats/Stats_Pawns_Combat.xml''</ref> | }}<ref>See MeleeHitChance in ''Rimworld/Data/Core/Defs/Stats/Stats_Pawns_Combat.xml''</ref> | ||
− | == Base score == | + | == Calculation == |
+ | === Base score === | ||
The base score starts at 0 and is affected by the following things: | The base score starts at 0 and is affected by the following things: | ||
* [[Skills#Melee|Melee]][[Skill::Melee| ]] skill: {{+|1}} per level | * [[Skills#Melee|Melee]][[Skill::Melee| ]] skill: {{+|1}} per level | ||
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* [[Mechlord helmet]] {{BiotechIcon}}: {{--|0.5}} | * [[Mechlord helmet]] {{BiotechIcon}}: {{--|0.5}} | ||
− | == Post-processing curve == | + | === Post-processing curve === |
The ''melee hit chance'' is then calculated with the following ''post-processing curve''. As you can see increasing the ''base score'' has diminishing returns. | The ''melee hit chance'' is then calculated with the following ''post-processing curve''. As you can see increasing the ''base score'' has diminishing returns. | ||
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}} | }} | ||
|} | |} | ||
+ | |||
+ | === External offset === | ||
+ | The [[combat in darkness]] precept {{IdeologyIcon}} offsets the ''melee hit chance'' based on the [[light|light level]] of the ''targeted'' pawn (not the attacking pawn!) by {{--|10}} (lit) to {{+|10}} (dark){{Check Tag|Details needed|Exact formula unclear. Probably linear from -10 at 0% light to +10% at 100% light.}}. Other than that the light level has no effect on the ''melee hit chance''. | ||
== Examples == | == Examples == |
Revision as of 10:09, 25 April 2023
This article is a stub. You can help RimWorld Wiki by expanding it. Reason: Add effect of biological age . |
Melee Hit Chance is a stat: Chance to hit a target in melee. The target can still dodge even if we would've hit. Its minimum allowed value is 0%. Its default value is 0%.[1]
Calculation
Base score
The base score starts at 0 and is affected by the following things:
- Melee skill: +1 per level
- Sight: 12x importance, no allowed defect. 150% limit
offset = 12 x ((IF sight < 150% THEN sight ELSE 150%) - 100%)
e.g. +6 at 150% sight.
- Manipulation: 12x importance, no allowed defect. 150% limit
offset = 12 x ((IF manipulation < 150% THEN manipulation ELSE 150%) - 100%)
e.g. +3 at 125% manipulation.
- Brawler trait: +4
- Melee specialist role : +7
- Melee specialist's Beserk Trance : +8
- Leader's Combat Command : +3
- Mechlord suit : −0.5
- Mechlord helmet : −0.5
Post-processing curve
The melee hit chance is then calculated with the following post-processing curve. As you can see increasing the base score has diminishing returns.
Base score to Melee hit chance |
---|
External offset
The combat in darkness precept offsets the melee hit chance based on the light level of the targeted pawn (not the attacking pawn!) by −10 (lit) to +10 (dark)[Details needed]. Other than that the light level has no effect on the melee hit chance.
Examples
Melee skill and brawlers
Assuming no other offsets to the base score, the melee skill and the brawler trait results in the following melee hit chance:
Melee hit chance | |||||
---|---|---|---|---|---|
Skill Level | Standard | Brawler | Skill Level | Standard | Brawler |
0 | 50% | 62% | - | - | - |
1 | 53% | 65% | 11 | 81% | 85% |
2 | 56% | 68% | 12 | 82% | 86% |
3 | 59% | 59% | 13 | 83% | 87% |
4 | 62% | 74% | 14 | 84% | 88% |
5 | 65% | 77% | 15 | 85% | 89% |
6 | 68% | 80% | 16 | 86% | 90% |
7 | 71% | 81% | 17 | 87% | 90.3% |
8 | 74% | 82% | 18 | 88% | 90.6% |
9 | 77% | 83% | 19 | 89% | 90.9% |
10 | 80% | 84% | 20 | 90% | 91.2% |
Detailed post-processing curve
Base score | Post-Processed Melee Hit Chance |
Increase From Previous Value |
---|---|---|
-20 | 5% | - |
-19 | 5.5% | 0.5% |
-18 | 6% | 0.5% |
-17 | 6.5% | 0.5% |
-16 | 7% | 0.5% |
-15 | 7.5% | 0.5% |
-14 | 8% | 0.5% |
-13 | 8.5% | 0.5% |
-12 | 9% | 0.5% |
-11 | 9.5% | 0.5% |
-10 | 10% | 0.5% |
-9 | 14% | 4% |
-8 | 18% | 4% |
-7 | 22% | 4% |
-6 | 26% | 4% |
-5 | 30% | 4% |
-4 | 34% | 4% |
-3 | 38% | 4% |
-2 | 42% | 4% |
-1 | 46% | 4% |
0 | 50% | 4% |
1 | 53% | 3% |
2 | 56% | 3% |
3 | 59% | 3% |
4 | 62% | 3% |
5 | 65% | 3% |
6 | 68% | 3% |
7 | 71% | 3% |
8 | 74% | 3% |
9 | 77% | 3% |
10 | 80% | 3% |
11 | 81% | 1% |
12 | 82% | 1% |
13 | 83% | 1% |
14 | 84% | 1% |
15 | 85% | 1% |
16 | 86% | 1% |
17 | 87% | 1% |
18 | 88% | 1% |
19 | 89% | 1% |
20 | 90% | 1% |
21 | 90.3% | 0.3% |
22 | 90.6% | 0.3% |
23 | 90.9% | 0.3% |
24 | 91.2% | 0.3% |
25 | 91.5% | 0.3% |
26 | 91.8% | 0.3% |
27 | 92.1% | 0.3% |
28 | 92.4% | 0.3% |
29 | 92.7% | 0.3% |
30 | 93% | 0.3% |
31 | 93.3% | 0.3% |
32 | 93.6% | 0.3% |
33 | 93.9% | 0.3% |
34 | 94.2% | 0.3% |
35 | 94.5% | 0.3% |
36 | 94.8% | 0.3% |
37 | 95.1% | 0.3% |
38 | 95.4% | 0.3% |
39 | 95.7% | 0.3% |
40 | 96% | 0.3% |
41 | 96.1% | 0.1% |
42 | 96.2% | 0.1% |
43 | 96.3% | 0.1% |
44 | 96.4% | 0.1% |
45 | 96.5% | 0.1% |
46 | 96.6% | 0.1% |
47 | 96.7% | 0.1% |
48 | 96.8% | 0.1% |
49 | 96.9% | 0.1% |
50 | 97% | 0.1% |
51 | 97.1% | 0.1% |
52 | 97.2% | 0.1% |
53 | 97.3% | 0.1% |
54 | 97.4% | 0.1% |
55 | 97.5% | 0.1% |
56 | 97.6% | 0.1% |
57 | 97.7% | 0.1% |
58 | 97.8% | 0.1% |
59 | 97.9% | 0.1% |
60 | 98% | 0.1% |
Version history
- 0.17.1546 - Removed post-process curve from melee hit chance so it uses the simple level-by-level tuning. It’ll be much harder to hit things now at low melee skills.
References
- ↑ See MeleeHitChance in Rimworld/Data/Core/Defs/Stats/Stats_Pawns_Combat.xml